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Be that as it may, we can’t help but wonder: Outside of the (admittedly exciting) heritage, what’s going to set Dungeons & Dragons Online: Stormreach apart from the gaggle—nay, the glut—of other fantasy-based MMOs already out or about to emerge? Outside of the in-quest narration of a dulcet-throated Dungeon Master, what will we find in DDO that we won’t find in, say, another fantasy-based MMORPG that millions of people are currently playing and that we probably don’t need to name here? Here’s what the Turbine team told us to look for…and what we actually saw during a recent high-level quest in the DDO beta.

GN: What’s getting harder is creating highly detailed content like maps and models. RC: The learning curve for any dev kit is definitely going to be directly linked to the complexity of the engine it’s [made] for. Countering this is the fact that professional developers are releasing more documentation and offering higher levels of support. JH: Again, documentation is key. A large part of Epic’s business is engine licensing, and they’ve spent a great deal of time and effort documenting their development tools.

Dungeons will present physical obstacles not seen in other games—like traps—that will require careful planning and coordination from party members. Quest rewards and loot will be divided up and “reserved” for specific party members, based on character class. ) We saw: Dungeons that truly required the skills and abilities of multiple party members of different classes to beat. Tanks alone would have failed, as would spellcasters. One of the dungeons we visited was full of traps, like the one seen above, that could only be disabled by our rogue; when the rogue died, it essentially ended the quest for all involved.

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Computer Gaming World (March) by Computer Gaming World

by James

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